Wearable VR equipment for multi-scene flight eye training

By adopting dirty separating components in VR equipment, including pure cotton sweat-absorbing layer and impermeable isolation layer, the problem of poor water absorption of facial fitting materials in existing VR equipment is solved, and the user's comfort and the cleanliness of the equipment are improved.

CN222482523UActive Publication Date: 2025-02-14FOURTH MILITARY MEDICAL UNIVERSITY
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Patent Information

Application Number
CN202421345778.1
Authority / Receiving Office
CN · China
Patent Type
Utility models(China)
Current Assignee / Owner
Filing Date
2024-06-13
Publication Date
2025-02-14
Estimated Expiration
2034-06-13

AI Technical Summary

Technical Problem

In existing wearable VR devices, silicone or sponge is usually used to fit the VR glasses with the user's face, which leads to water absorption problems. Users can easily cause discomfort when sweating on their faces, and the sweat adsorbed by the sponge is difficult to clean up, which may breed. bacteria.

Method used

A wearable VR device for multi-scene flight eye training is designed, using dirty separating components, including support plates, hooks, hanging rings, connecting ropes, face-fit silicone pads, isolation layers and sweat-absorbing layers. The sweat-absorbing layer is made of pure cotton fabric, and the insulation layer is water-impermeable polyester fabric. Through the combination of hooks and rings, the disassembly and replacement of the insulation layer and sweat-absorbing layer is facilitated.

Benefits of technology

Effectively adsorb sweat from the user's face, improve user comfort, prevent sweat from penetrating onto the face of the silicone pad and VR glasses, keep it clean, and ensure hygiene through an easy-to-disassemble design.

✦ Generated by Eureka AI based on patent content.

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Abstract

The utility model belongs to the technical field of VR (virtual reality) equipment, and particularly relates to wearable VR equipment for multi-scene flight eye training, which comprises a scene simulation VR glasses main body, a dirt isolation component is mounted on the back of the scene simulation VR glasses main body, and a dirt isolation cloth dismounting component is arranged on the side of the dirt isolation component. The side of the VR glasses main body for scene simulation is provided with a VR glasses wearing assembly, the dirt isolation assembly comprises a supporting plate, a hook, a hanging ring, a connecting rope, a face fitting silica gel pad, an isolation layer and a sweat absorption layer, the inner wall of the supporting plate is fixedly connected with the hook, and the inside of the hook is connected with the hanging ring in a clamping manner; the VR glasses are used for conducting scene simulation training on a pilot, when the VR glasses are used, the detachable dirt isolation assembly is arranged, sweat on the face of a user can be conveniently adsorbed, comfort is improved, the VR glasses can be detached and cleaned, and cleanliness is conveniently guaranteed.
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Description

Technical Field

[0001] The utility model relates to the technical field of VR equipment, in particular to a wearable VR equipment for multi-scenario flight eye training. Background Art

[0002] VR equipment, or virtual reality equipment, is a simulation system that uses computer technology and image generation to create and experience a virtual world. In a virtual reality environment, users can interact with this virtual world by wearing special head-mounted displays and other devices, such as handles and sensors, to obtain a simulated experience of vision, hearing, touch and other senses, and to create an immersive feeling. This technology has applications in many fields, including games, entertainment, education, and medical care.

[0003] In Chinese Patent 202022636141.6, the present application relates to a VR device, belonging to the field of virtual reality technology, which includes a device body, the device body includes a shell and a glasses assembly, the glasses assembly is arranged in the shell, and the shell is provided with a through hole for the glasses assembly to pass through; the glasses assembly includes a shading strip, a frame and two lenses, the through hole is for the frame to pass through, the shading strip is fixed on the frame, the shading strip is embedded in the through hole, and the two lenses are installed on the frame. This application has the effect of facilitating myopic people to use VR equipment.

[0004] Existing wearable VR devices usually use silicone or sponge at the position where the VR glasses fit the user's face. Silicone has very poor water absorption. During use, if the user's face sweats, the sweat will accumulate between the facial skin and the silicone layer, which can easily cause discomfort to the user and cause the VR glasses to slip. Although the sponge has good water absorption, the sweat after absorption remains in the sponge for a long time, which is not easy to disassemble and clean, and is prone to breeding bacteria.

[0005] Therefore, in order to solve the above problems, a wearable VR device for multi-scenario flight eye training is proposed. Utility Model Content

[0006] In order to make up for the deficiencies of the prior art, the problem that the position where the existing wearable VR equipment VR glasses fit the user's face is usually solved is that silicone or sponge is used. Silicone has extremely poor water absorption. During use, if the user sweats on the face, the sweat will accumulate between the facial skin and the silicone layer, which can easily cause discomfort to the user and easily cause the VR glasses to slip. Although the sponge has good water absorption, the sweat after adsorption remains in the sponge for a long time, is not easy to disassemble and clean, and is prone to breeding bacteria.

[0007] The technical solution adopted by the utility model to solve its technical problems is: the utility model is a wearable VR device for multi-scene flight eye training, including a VR glasses body for scene simulation, a dirt isolation component is installed on the back of the VR glasses body for scene simulation, and a dirt isolation cloth disassembly component is arranged on the side of the VR glasses body for scene simulation, and a VR glasses wearing component is arranged on the side of the VR glasses body for scene simulation, the dirt isolation component includes a support plate, a hook, a hanging ring, a connecting rope, a face-fitting silicone pad, an isolation layer, and a sweat-absorbing layer, the inner wall of the support plate is fixedly connected with the hook, and the inner part of the hook is snap-connected with the hanging ring, and the top of the hanging ring is integrally connected with the connecting rope, the outer wall of the support plate is fixedly connected with the face-fitting silicone pad, and the outer wall of the face-fitting silicone pad is tightly fitted with the isolation layer, and the outer wall of the isolation layer is integrally connected with the sweat-absorbing layer.

[0008] Preferably, the material of the isolation layer is set to be a waterproof cloth made of polyester, the material of the sweat-absorbing layer is set to be pure cotton cloth, and the thickness of the sweat-absorbing layer is set to four millimeters.

[0009] Preferably, the connecting rope forms a detachable structure through a hanging ring and a hook, and the connecting rope and the sweat-absorbing layer are integrated, and the shape of the hook is set to be an inverted "L" shape.

[0010] Preferably, the dirty cloth disassembly and assembly assembly includes a supporting leg, a spring, a limit card block, a first limit card slot, and a second limit card slot. The inside of the supporting leg is fixedly connected with a spring, and the top of the spring is fixedly connected with a limit card block. The outside of the limit card block is snap-connected with the first limit card slot, and a second limit card slot is provided on the other side of the first limit card slot.

[0011] Preferably, the limit card block forms an elastic structure with the supporting leg through a spring, and two limit card blocks are symmetrically arranged about the horizontal central axis of the supporting leg, and the supporting leg and the scene simulation VR glasses body are integrated, the shape of the limit card block is set to be hemispherical, and the limit card block and the first limit card slot form a locking structure, and the first limit card slot, the second limit card slot and the scene simulation VR glasses body are all integrated.

[0012] Preferably, the VR glasses wearing assembly includes a side wearing strap, a first limiting hole, a limiting buckle, a silicone cushion, a limiting bolt, a top support strap, and a second limiting hole. The side of the side wearing strap is provided with a first limiting hole, and the outside of the side wearing strap is slidingly connected to the limiting buckle, the inner wall of the limiting buckle is integrally connected with a silicone cushion, and the side of the limiting buckle is threadedly connected to the limiting bolt, a top support strap is provided on the top of the side wearing strap, and the inside of the top support strap is provided with a second limiting hole.

[0013] Preferably, two side wearing straps are symmetrically arranged about the vertical central axis of the scene simulation VR glasses body, and the side wearing straps and the limiting buckles form a sliding structure, and the top support straps and the limiting buckles form a sliding structure.

[0014] The utility model is beneficial in that:

[0015] 1. The utility model is provided with a dirt-isolating component and a sweat-absorbing layer made of pure cotton material, which is convenient for absorbing the sweat on the user's face and improving the user's comfort. It is also provided with a water-impermeable isolation layer, which is convenient for preventing sweat from penetrating into the face-fitting silicone pad and the main body of the VR glasses for scene simulation, so as to ensure the cleanliness of the face-fitting silicone pad and the main body of the VR glasses for scene simulation. The isolation layer and the sweat-absorbing layer can be disassembled and replaced by the cooperation of hooks and hanging rings, and one person can replace one layer, so as to ensure hygiene.

[0016] 2. The utility model is provided with a dirt-isolating cloth disassembly assembly, and the supporting legs can slide inside the main body of the scene simulation VR glasses, so that the supporting legs can be separated from the main body of the scene simulation VR glasses, so that the hooks and hanging rings can be exposed for disassembly and assembly, and the structure is simple and the operation is convenient;

[0017] 3. The utility model is provided with a VR glasses wearing assembly, and the limiting buckle and the limiting bolt cooperate with each other, so as to limit and adjust the size of the side wearing straps and the top support straps, thereby making the device suitable for users with different head circumference sizes. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the embodiments of the utility model or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the utility model. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative labor.

[0019] Figure 1 It is a schematic diagram of the three-dimensional structure of the utility model as a whole viewed from above;

[0020] Figure 2 It is a schematic diagram of the exploded structure of the dirt-isolating component of the utility model;

[0021] Figure 3 for Figure 2 A schematic diagram of the enlarged structure at A in the middle;

[0022] Figure 4 This is a schematic diagram of the exploded structure of the support leg portion of the utility model;

[0023] Figure 5It is a three-dimensional structural schematic diagram of the disassembly and assembly components of the dirt-isolating cloth of the utility model;

[0024] Figure 6 It is a three-dimensional structural schematic diagram of the wearable component part of the VR glasses of the present invention.

[0025] In the figure: 1. VR glasses body for scene simulation; 2. Dirt-proof component; 3. Dirt-proof cloth disassembly and assembly component; 4. VR glasses wearing component; 201. Support plate; 202. Hook; 203. Hanging ring; 204. Connecting rope; 205. Face-fitting silicone pad; 206. Isolation layer; 207. Sweat-absorbing layer; 301. Support leg; 302. Spring; 303. Limiting block; 304. First limiting slot; 305. Second limiting slot; 401. Side wearing strap; 402. First limiting hole; 403. Limiting buckle; 404. Silicone cushion; 405. Limiting bolt; 406. Top support strap; 407. Second limiting hole. DETAILED DESCRIPTION

[0026] The following will be combined with the drawings in the embodiments of the utility model to clearly and completely describe the technical solutions in the embodiments of the utility model. Obviously, the described embodiments are only part of the embodiments of the utility model, not all of the embodiments. Based on the embodiments in the utility model, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the utility model.

[0027] Embodiment 1

[0028] See also Figure 1 As shown, a wearable VR device for eye training for multi-scene flight includes a VR glasses body 1 for scene simulation, a dirt isolation component 2 is installed on the back of the VR glasses body 1 for scene simulation, and a dirt isolation cloth disassembly component 3 is arranged on the side of the dirt isolation component 2, and a VR glasses wearing component 4 is arranged on the side of the VR glasses body 1 for scene simulation.

[0029] See also Figure 2 and Figure 3As shown, a wearable VR device for multi-scene flight eye training, the dirt isolation component 2 is used to absorb the user's sweat, the material of the isolation layer 206 is set to be a waterproof fabric made of polyester, the material of the sweat-absorbing layer 207 is set to be pure cotton fabric, and the thickness of the sweat-absorbing layer 207 is set to four millimeters, the connecting rope 204 forms a detachable structure with the hook 202 through the hanging ring 203, and the connecting rope 204 and the sweat-absorbing layer 207 are integrated, and the shape of the hook 202 is set to be an inverted "L" shape, the pure cotton material The sweat-absorbing layer 207 is convenient for absorbing sweat from the user's face and improving the user's comfort. A waterproof isolation layer 206 is provided to prevent sweat from penetrating into the face-fitting silicone pad 205 and the scene simulation VR glasses body 1, thereby ensuring the cleanliness of the face-fitting silicone pad 205 and the scene simulation VR glasses body 1. The isolation layer 206 and the sweat-absorbing layer 207 can be disassembled, assembled and replaced by the hook 202 and the hanging ring 203, and one person can replace one, thereby ensuring hygiene.

[0030] See also Figure 4 and Figure 5 As shown, a wearable VR device for multi-scene flight eye training, the dirt-isolating cloth disassembly and assembly component 3 is used to assist in the disassembly of the dirt-isolating component 2, the limit block 303 forms an elastic structure with the support leg 301 through the spring 302, and two limit blocks 303 are symmetrically arranged about the horizontal central axis of the support leg 301, and the support leg 301 is integrated with the scene simulation VR glasses body 1, the shape of the limit block 303 is set to be hemispherical, and the limit block 303 and the first limit slot 304 form a snap-fit ​​structure, and the first limit slot 304 and the second limit slot 305 are all integrated with the scene simulation VR glasses body 1, the support leg 301 can slide inside the scene simulation VR glasses body 1, so that the support leg 301 can be separated from the scene simulation VR glasses body 1, so that the hook 202 and the hanging ring 203 can be exposed for disassembly and assembly, and the structure is simple and the operation is convenient.

[0031] See also Figure 6 As shown, a wearable VR device for multi-scene flight eye training, the VR glasses wearing component 4 is used to wear the device, two side wearing straps 401 are symmetrically arranged about the vertical center axis of the scene simulation VR glasses body 1, and the side wearing straps 401 and the limiting buckle 403 form a sliding structure, the top support strap 406 and the limiting buckle 403 form a sliding structure, the limiting buckle 403 and the limiting bolt 405 cooperate with each other, so as to facilitate the limitation and adjustment of the size of the side wearing straps 401 and the top support straps 406, so as to facilitate the device to be suitable for users with different head circumference sizes.

[0032] Embodiment 2

[0033] When training the pilot's eyes, the utility model uses the simulated flight scene developed by the flight simulation basic platform combined with virtual reality technology, customizes the direction of the eye-simulated flight scene, uses virtual reality simulation environment, develops simulated scenes based on virtual reality technology in multiple weather conditions, and uses real night aircraft, scenes, light, etc. to provide real vision and experience. It is used to assist in testing, and with the help of physical testing equipment, it checks the changes in vision, diopter, and the above optical quality evaluation indicators before and after the simulated flight test.

[0034] The basic functions of the software are divided into multiple modules

[0035] 1. Flight control simulation, take-off, climb, turn, level flight, descent and landing.

[0036] (1) Simulated takeoff: In a virtual environment, the subjects control the takeoff process of the aircraft and reasonably configure the various parameters required for takeoff, such as throttle control and flight speed.

[0037] (2) Simulated climb: After completing the takeoff phase, the test subject needs to guide the aircraft to a predetermined flight altitude. During this process, the test subject needs to control the aircraft's speed, angle, altitude and other parameters so that the aircraft can climb steadily to the specified altitude.

[0038] (3) Simulated steering: In a virtual environment, the subjects can perform steering operations by controlling the rudder and other flight control systems. They coordinate the aircraft's body attitude and flight direction to ensure that the aircraft remains stable during the steering process.

[0039] (4) Simulated level flight: Level flight is a state in which the aircraft maintains a stable flight. The test subjects maintain the stable flight of the aircraft at a specified altitude and speed and master the flying skills and flight management skills required for level flight.

[0040] (5) Simulated descent: In a virtual environment, the subjects gradually lower the flight altitude in preparation for landing. During this process, the subjects need to control the aircraft's descent angle, speed, and attitude to ensure that the aircraft can land safely and smoothly.

[0041] (6) Simulated landing: In virtual reality training, the subjects practice basic landing skills and procedures to improve their landing ability. This includes mastering how to align with the runway, control speed and altitude, etc. Through repeated training, the subjects can gradually master the key elements of landing and improve their accuracy and stability in actual operations. During the flight, a wingman appears, flies in a fixed posture, and adjusts the flight speed according to the current user's flight status (direction is fixed).

[0042] 2. Scene module:

[0043] (1) Mountain scene: The low-altitude mountainous terrain is complex and high in altitude. Low-altitude flight reference objects are relatively obvious, and there is no airport setting.

[0044] (2) Plain scene: The terrain in the plain area is relatively flat, the requirements for flight operations are relatively low, the visual reference objects are relatively simple, and an airport is set up, including airport buildings and other contents, which are mainly used for takeoff and landing.

[0045] (3) Snowy mountain scene: The snowy mountain environment is harsh, the field of vision is limited, the ground signs are not obvious, the reflection under light is serious, there are many reference objects, and there is no airport.

[0046] (4) Ocean scene: simulates the ocean scene, including the reflection of the ocean when illuminated, and ships in the ocean as reference objects.

[0047] 3. Climate module (cloudy, foggy, thunderstorm) time of day scene (dusk (dawn), day, night).

[0048] (1) Climate: Climate conditions have a significant impact on flight. The climate scenes are mainly set to four types of climate, including sunny, cloudy, overcast and foggy. On sunny days, visibility is good, with no clouds in the sky; on cloudy days, visibility is good, with more clouds, and simulated flight can penetrate thick clouds; on cloudy days, visibility begins to decrease; on foggy days, visibility is extremely poor, and it is easy to have a flight illusion. The four types of climate scenes can be set as fixed climates, or they can be set to switch automatically and randomly over time.

[0049] (2) Time of day: Light conditions vary at different times of day, which has a great impact on the pilot's spatial perception. Strong light during the day may cause temporary blindness to the pilot; during night flights, visibility is reduced and the pilot must rely on instruments to fly; at dusk, light changes rapidly, placing higher demands on the pilot's adaptability and concentration. In plain scenes, because there are airport take-off and landing missions, the lights at the airport can be used as a guide.

[0050] Because various scenes are developed with separate scene maps and special effects, switching needs to be done through the system's UI main interface.

[0051] 4. Can record flight trajectory and complete time module

[0052] The flight record parameters that can be provided for development are:

[0053] (1) Flight time: timestamp of the current flight time, flight completion time, etc. You can set the absolute time or the current simulation time.

[0054] (2) Flight coordinate trajectory: x, y, and z axis coordinate data.

[0055] (3) Flight speed: record the flight speed data at each time.

[0056] The above data can eventually be exported into a data table through the system background.

[0057] 5. Visual quality improvements for builds using VR

[0058] Use the VR simulation experience function to create a visual experience animation scene that simulates the focusing function of the human eye, and adjust the focus of the picture repeatedly. The position of the subject in the picture cannot be moved, but the viewing angle can be adjusted freely.

[0059] Due to the freedom characteristics of VR, it is impossible to determine the visual point of the subject's focus through the VR device, so a three-dimensional natural scenery animation with a fixed perspective alternating between near and far is made to guide the subjects to watch. The animation time does not exceed 30 seconds.

[0060] 2. Implementation of required technologies

[0061] 1. Flight simulation technology

[0062] It mainly provides the pilots in training with a realistic sense of flight control force and flight status changes. The pilots judge the flight status and perform corresponding operations based on the changes in the sense of control force. The fidelity of force simulation is an important criterion for evaluating the level of flight simulation, and requires the control load system to have good simulation fidelity for static and dynamic control force. The control load system of the flight simulator is divided into two parts: the main control load system and the auxiliary control load system: the main control load system is used to simulate the lateral and longitudinal control stick force and pedal force and generate rudder angle signals, and the force fidelity requirements are relatively high; the auxiliary control load system is used to simulate the control force of the throttle lever, front wheel turning, brake and other control systems, and the force simulation fidelity requirements are low.

[0063] The flight simulator instrument system provides the pilot with information such as the aircraft's altitude, airspeed, vertical speed, heading and attitude, creating an instrument environment for the pilot that is the same as a real aircraft, thereby simulating the aircraft's flight environment in conjunction with the visual simulation system. The pilot uses the instrument system to dispatch air-to-ground traffic.

[0064] 2. Virtual Reality

[0065] The military pilot psychological stress training system based on virtual reality technology is a combination of 3D modeling and virtual reality VR technology. The main development language used is C++, and the development software for scene applications and interactive systems is Unreal Engine 5 (UE5). With professional equipment and the application of the UE5 engine development system, we can fully realize the immersive experience of aviation flight that we want.

[0066] Build a scene: Create a visual, interactive, script-driven virtual reality environment.

[0067] Stereoscopic rendering: Use two cameras to render the scene, representing the user's left and right eyes respectively, and then through the head display lens, the two pictures are overlapped to form a clear scene with depth vision. Real-time rendering is achieved through the UE5 engine, which is used to quickly build VR content flight simulation scenes and interactive processes.

[0068] Head tracking: Capturing the position and rotation of the headset to change the position and rotation of the camera in the virtual world.

[0069] Polarized 3D imaging: Polarized imaging is to send two images with different polarization states to both eyes, and each eye is only allowed to see one of them. Using UE5 to create 3D virtual reality content is to create these two images and project them to both eyes.

[0070] 3. Visual simulation technology

[0071] It is mainly composed of a visual generation system and a display system, which generates a view outside the cockpit for the pilot and describes the geometric shapes, relative positions and motion relationships of various entities in the scene. The visual display is mainly a virtual reality helmet display, which can achieve a more realistic immersive feeling.

[0072] This project requires a lot of model building for visual simulation. For flight simulators, large terrain modeling and scene construction are crucial. Simulation environment production includes: model design, scene construction, texture design and production, special effects design, etc.

[0073] Visual simulation requires the construction of environmental special effects. It is essential to build weather, waves, ships, and weapon launch contrails in a virtual battlefield environment. For example, weather special effects can be constructed through particle special effects technology, clouds of various shapes and properties can be constructed using volumetric cloud technology, and rivers and lakes can be constructed using fluid technology.

[0074] 4. Flight motion collision technology

[0075] The efficiency of the collision detection algorithm directly affects the real-time performance of various applications, especially in large scenes. Since there are many objects and moving objects in the surrounding scenes, it is necessary to repeatedly perform collision detection between a large number of objects. A fast collision detection algorithm is a very important key technology to realize such applications.

[0076] Since there are bound to be collision problems in actual aircraft flights, it is inevitable to add collision detection functions in virtual reality simulation systems to avoid abnormal situations such as aircraft flying through terrain in virtual environments, making the virtual reality system more realistic.

[0077] 6. Flight simulation review technology

[0078] After the simulated air team completes the mission, the system records the real-time flight data of each unit and presents it in two-dimensional and three-dimensional forms. During the simulation process, the numerical visualization simulation module generates aircraft motion data, including aircraft orientation, speed, overload, spatial position and other data, which are played back in real time in a two-dimensional situation. By reading the flight parameter record data, the real-time flight trajectory in the simulation environment is simulated, and the simulation process and real flight parameter data are displayed in real time in the form of realistic three-dimensional animation for pilots to review, demonstrate and analyze.

[0079] 3. System Implementation Plan

[0080] 1. The first step is to evaluate the visual impact direction and technical requirements

[0081] While satisfying the test personnel's flight under different environmental conditions, it can also cause visual impacts close to the real environment on the test personnel's eyes. It can also meet the evaluation and comparison of the pilot's visual quality under simulated eye conditions, so as to better collect optical quality evaluation indicators such as high-order aberrations, low-order aberrations, contrast sensitivity, intraocular scattering index, accommodation power, and refractive power.

[0082] The specific implementation is based on the multi-light source simulation rendering function of Unreal 5, using parallel light and point light mixed rendering, and superimposing exponential fog and particle cloud to further refract or scatter the light source. After simulating the complex light source of the real environment, the reflection field box is superimposed again to further increase the complexity of the light source direction in the environment. A numerical modification interface is left in the scene to facilitate correction after inviting pilots to collect environmental data.

[0083] 2. The second step is realistic high-precision modeling

[0084] To further achieve a more realistic test environment, the simulation of the 3D models in the scene uses high-definition textures to complete the main 3D models (mainly including: aircraft, cockpit, buildings, etc.). The aircraft model realizes the movable parts of the wings, tail, landing gear, etc. to improve the authenticity of the fighter, and the cockpit provides synchronous movement of the joystick, and provides interface backlight, screen display, cockpit lights, etc. While increasing the authenticity of the tester's experience, it simulates that the pilot will often switch between the cockpit environment (such as: watching the real screen, turning on the fighter panel backlight, turning on the cockpit lights, etc.) and the in-flight environment during the flight mission.

[0085] In order to achieve high-precision models, Maya is used as the basis for modeling and combined with the sculpting software ZBrush to add fine sculpting components to increase the model's fineness. After modeling is completed, it is combined into a high-precision model and imported into Maya for modeling operations. The details on the high-precision model are expanded into a normal map or height map through a ring light source to achieve the fineness of the high-precision model and use a low-polygon model to ensure the smoothness of the software's operations, without too many high-precision models occupying the computing power.

[0086] 3. The third step is to immerse fighter aircraft in operation simulation

[0087] The system makes the flight of the aircraft in VR closer to reality, and realizes the simulated flight feel of the aircraft through the physical formula data code. The aircraft has flight functions such as take-off, left tilt, right tilt, climb, dive, glide, and land, and has simulated aerodynamic data and power system data for the physical formula data code to calculate the flight status of the aircraft and record it. The position of the aircraft in the virtual scene is determined by recording the coordinates of the x-axis, y-axis, and z-axis of the aircraft in the virtual scene, and a continuous flight trajectory is formed by continuously positioning the aircraft position in each frame.

[0088] 4. The fourth step is environmental visual simulation

[0089] In order to achieve a higher level of environmental simulation, the system uses satellite map elevation maps, height maps, high-definition satellite photos and other content to build the map when building the entire environment, and uses environmental modules such as particle clouds, exponential fog, ambient light, and shadow rendering in the air to achieve multiple scenes or multiple weather and time effects in the environment.

[0090] Working principle: The utility model is based on virtual reality technology, and utilizes the scene simulation VR glasses body 1 to enable the pilot to perform flight missions in a virtual and changeable environment, and completely simulates all the influencing elements encountered by the pilot in flight. After completing the flight simulation, a simulation scene is provided for the pilot's eye recovery training. When the pilot uses the VR glasses for training, he first loosens the limit bolt 405 outwards to disengage the end of the limit bolt 405 from the first limit hole 402 and the second limit hole 407. At this time, the side wearing strap 401 and the top support strap 406 can be slidably adjusted inside the limit buckle 403 to simulate the scene. The VR glasses body 1 is placed at the pilot's eye position, while the side wearing straps 401 are located on both sides of the pilot's head, and the top support straps 406 are located on the top of the pilot's head. The ends of the side wearing straps 401 and the top support straps 406 are pulled to make the side wearing straps 401 and the top support straps 406 fit tightly with the pilot's head, thereby fixing the scene simulation VR glasses body 1, and then tightening the limiting bolt 405 to make the limiting bolt 405 pass through the first limiting hole 402 and the second limiting hole 407 located inside the limiting buckle 403, so as to limit and fix the side wearing straps 401 and the top support straps 406;

[0091] When the pilot is conducting simulation scene training, the sweat produced by the facial skin will be absorbed by the sweat-absorbing layer 207 made of pure cotton, and cannot pass through the isolation layer 206 to reach the facial fitting silicone pad 205. After the pilot completes the scenario simulation training, the VR glasses wearing component 4 is opened, and the scene simulation VR glasses body 1 is removed. Then, the support plate 201 can be pulled outward. When the support leg 301 moves outward, the limit card block 303 will squeeze the spring 302 back into the inside of the support leg 301. After sliding to the second limit card slot 305, the spring 302 moves upward against the limit card block 303 and is inserted into the inside of the second limit card slot 305. At this time, the support plate 201 and the scene simulation VR glasses body 1 are in a separated state. Each hanging ring 203 is removed from the hook 202, and then the isolation layer 206 and the sweat-absorbing layer 207 can be removed. Then, a new isolation layer 206 and sweat-absorbing layer 207 are replaced, and another pilot can conduct simulation training.

[0092] The above shows and describes the basic principle, main features and advantages of the utility model. Those skilled in the art should understand that the utility model is not limited by the above embodiments, and the above embodiments and descriptions are only for explaining the principle of the utility model. Without departing from the spirit and scope of the utility model, the utility model may have various changes and improvements, and these changes and improvements fall within the scope of the utility model to be protected.

Claims

1. A wearable VR device for multi-scenario flight eye training, characterized by: The VR glasses for scene simulation include a main body (1) of VR glasses, a dirt-isolating assembly (2) is installed on the back of the main body (1) of VR glasses for scene simulation, a dirt-isolating cloth disassembly assembly (3) is arranged on the side of the dirt-isolating assembly (2), and a VR glasses wearing assembly (4) is arranged on the side of the main body (1) of VR glasses for scene simulation; The dirt-isolating component (2) comprises a support plate (201), a hook (202), a hanging ring (203), a connecting rope (204), a face-fitting silicone pad (205), an isolation layer (206), and a sweat-absorbing layer (207); the inner wall of the support plate (201) is fixedly connected to the hook (202), the inside of the hook (202) is snap-connected to the hanging ring (203), and the top of the hanging ring (203) is integrally connected to the connecting rope (204); the outer wall of the support plate (201) is fixedly connected to the face-fitting silicone pad (205), the outer wall of the face-fitting silicone pad (205) is tightly fitted with the isolation layer (206), and the outer wall of the isolation layer (206) is integrally connected to the sweat-absorbing layer (207).

2. A wearable VR device for multi-scenario flight eye training according to claim 1, characterized in that: The material of the isolation layer (206) is set to be a waterproof cloth made of polyester, the material of the sweat-absorbing layer (207) is set to be pure cotton cloth, and the thickness of the sweat-absorbing layer (207) is set to four millimeters.

3. The wearable VR device for multi-scenario flight eye training according to claim 1, characterized in that: The connecting rope (204) forms a detachable structure through the hanging ring (203) and the hook (202), and the connecting rope (204) and the sweat-absorbing layer (207) are integrated, and the shape of the hook (202) is set to be an inverted "L" shape.

4. The wearable VR device for multi-scenario flight eye training according to claim 1, characterized in that: The dirt-isolating cloth disassembly and assembly component (3) comprises a supporting leg (301), a spring (302), a limiting card block (303), a first limiting card slot (304), and a second limiting card slot (305); the interior of the supporting leg (301) is fixedly connected with the spring (302), and the top end of the spring (302) is fixedly connected with the limiting card block (303); the exterior of the limiting card block (303) is snap-connected with the first limiting card slot (304), and the other side of the first limiting card slot (304) is provided with a second limiting card slot (305).

5. The wearable VR device for multi-scenario flight eye training according to claim 4, characterized in that: The limiting card block (303) forms an elastic structure with the support leg (301) through the spring (302), and two limiting card blocks (303) are symmetrically arranged about the horizontal center axis of the support leg (301), and the support leg (301) and the scene simulation VR glasses body (1) are integrated, the limiting card block (303) is hemispherical in shape, and the limiting card block (303) and the first limiting card slot (304) form a snap-fit ​​structure, and the first limiting card slot (304), the second limiting card slot (305) and the scene simulation VR glasses body (1) are all integrated.

6. The wearable VR device for multi-scenario flight eye training according to claim 1, characterized in that: The VR glasses wearing assembly (4) comprises a side wearing strap (401), a first limiting hole (402), a limiting buckle (403), a silicone cushion (404), a limiting bolt (405), a top support strap (406), and a second limiting hole (407). The side of the side wearing strap (401) is provided with a first limiting hole (402), and the outside of the side wearing strap (401) is slidably connected to the limiting buckle (403), the inner wall of the limiting buckle (403) is integrally connected to the silicone cushion (404), and the side of the limiting buckle (403) is threadedly connected to the limiting bolt (405), the top of the side wearing strap (401) is provided with a top support strap (406), and the inside of the top support strap (406) is provided with a second limiting hole (407).

7. The wearable VR device for multi-scenario flight eye training according to claim 6, characterized in that: Two side wearing straps (401) are symmetrically arranged about the vertical center axis of the scene simulation VR glasses body (1), and the side wearing straps (401) and the limiting buckle (403) form a sliding structure, and the top support strap (406) and the limiting buckle (403) form a sliding structure.

Citation Information

Patent Citations

  • VR equipment

    CN213399072U